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Dynamic Distant Objects LOD - DynDOLOD

 

Finally I can see my house from here

 

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For latest information and instructions see the DynDOLOD 2.18 UPDATE POST


What is this?

DynDOLOD is a set of tools based on TES5Edit and TES5LODGen to automatically create a Skyrim mod based on the load order which adds distant LOD for objects to Skyrim. By combining DynDOLOD with TES5LODGen users can create drastically enhanced traditional static LOD plus tree LOD and the new, optional dynamic distant object LOD in a few 'simple' steps.

DynDOLOD is meant for enthusiast modders who are familiar with using TES5Edit. Enthusiast modders have a general knowledge of computers, folders and files, especially Skyrims 'Data' folders and how to install mods safely with a manager or manually.

To fully expand the visual experience and use the additional features offered by TES5LODGen the DynDOLOD package comes with over 1000 new or updated LOD models for objects that were badly missing from the original game like the Skyhaven Temple or landscape features like roads, smaller rocks and dirt cliffs that simply make the distant landscape look much more natural and alive.


What does it do?

It makes Skyrim look like this

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59721-1-1427419467.jpg59721-2-1427419467.jpg59721-3-1427419468.jpg59721-4-1427419468.jpg

59721-1-1427465578.jpg59721-2-1427465579.jpg59721-3-1427465579.jpg59721-4-1427465579.jpg

59721-1-1427470182.jpg59721-2-1427470183.jpg59721-3-1427470183.jpg59721-4-1427470183.jpg

59721-1-1427470235.jpg59721-2-1427470235.jpg59721-3-1427470235.jpg59721-4-1427470236.jpg

 


Requirements

SKSE

PapyrusUtil 2.8 or higher

DynDOLOD Resources - Make sure to use DynDOLOD Resources version only with matching or higher DynDOLOD Standalone versions but never with older versions.

Vanilla Skyrim LOD Billboards from TES5LODGen or Indistinguishable Vanilla Tree Billboards. If using tree mods that do not include billboards, check TES5LODGen for ready-to-use tree LOD billboards for some tree mods. For STEP users all billboards are included in STEP Texture Compilation.


Download

Download standalone and resources from Nexus or use Mega links from the update post

There are quickstart instruction in the main folder. Also check the folder called 'docs' for additional information. See the update post for latest installation information and guides.

CC BY-NC-SA

=======================================================================

Updating DynDOLOD

=======================================================================

Read the update posts for each new version for version specific information and update instructions.

Also read the manual how to update an existing save game, watch the video or check DynDOLOD SkyUI MCM.

[spoiler=DynDOLOD-Changelog.txt]

=======================================================================

DynDOLOD - Dynamic Distant Objects LOD - Sheson

=======================================================================

  Reveal hidden contents

 

 

 

Credits

 

TES5Edit Team in general

 

Ehamloptiran and Zilav for TES5LODGen and LODGen for trees

 

Bethesda for the game, models and textures

 

NifTools

 

DynDOLOD includes LOD assets based on models and/or textures from:


 

Holy Cow I fixed Skyrim - Sheson

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Recommended Posts

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Posted (edited)
  On 11/14/2015 at 5:10 PM, darkside said:

I read the manual, but still very confused about using SkyFalls & SkyMills with DynDOLOD.

 

My setup has constant stutter at cell transition. Using only static LOD fix it (Untick Generate DynDOLOD). My system can't handle dynamic LODs for some reason.

 

I plan to use SkyFalls & SkyMills with DynDOLOD. I can't figure out how to keep animated waterfall & windmill from SkyFalls & SkyMills while using other Static LODs generated by DynDOLOD

 

Do you have any suggestions?

 

Thanks for your help.

It would be much better for performance to fine tune dynamic LOD instead of simply turning on hundreds of waterfalls at the same time with Skyfalls.

 

Does the stutter go away when you deactivate DynDOLOD in the MCM?

 

With what options did you generate? How many dynamic LOD objects did it find?

 

In TES5Edit\TES5Edit_log.txt look for these lines

  Adding Master into Tamriel

  Setting up XXXXX cells with YYYY active cells for ZZZZ dynamic LOD objects for DynDOLOD

 

What are the values for x, y, z?

 

To fine tune settings reduce fargrid to 19 cells. Remove select mesh rules for animated objects - the ones with nothing in LOD4, LOD8 and LOD16

 

 

Alternatively generate LOD without  "Generate DynDOLOD" checked and without SkyFalls loaded.

Add 2 rules to not generate LOD4 for the windmill buildings

Mask: sfarmhousesilo, LOD 4: empty, LOD 8: Static LOD8, LOD 16: Static LOD16, VWD: Checked, Grid: empty, Reference: Unchanged

Mask: wrfarmhousewindmill, LOD 4: empty, LOD 8: Static LOD8, LOD 16: Static LOD16, VWD: Checked, Grid: empty, Reference: Unchanged

 

Then the result should be ready to be used with SkyFalls/SkyMills.

Edited by sheson
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Posted
  On 11/15/2015 at 1:03 PM, Octopuss said:

Sheson, how likely is it that DynDoLOD will eventually find its way into Fallout 4? :P

FO4 LODGen.exe update for generating static object LOD meshes is very likely (trees are done as static LOD as well).

DynDOLOD Worlds.pas (you want to see your 8 stories high shacks you built right?) depends on xEdit, so once the esm/esp can be read we will see how that goes.

However, I will probably loose all interest the second there is paid mods for this game.

  • 0
Posted (edited)
  On 11/15/2015 at 10:56 AM, sheson said:

It would be much better for performance to fine tune dynamic LOD instead of simply turning on hundreds of waterfalls at the same time with Skyfalls.

 

Does the stutter go away when you deactivate DynDOLOD in the MCM?

 

With what options did you generate? How many dynamic LOD objects did it find?

 

In TES5Edit\TES5Edit_log.txt look for these lines

  Adding Master into Tamriel

  Setting up XXXXX cells with YYYY active cells for ZZZZ dynamic LOD objects for DynDOLOD

 

What are the values for x, y, z?

 

To fine tune settings reduce fargrid to 19 cells. Remove select mesh rules for animated objects - the ones with nothing in LOD4, LOD8 and LOD16

 

 

Alternatively generate LOD without  "Generate DynDOLOD" checked and without SkyFalls loaded.

Add 2 rules to not generate LOD4 for the windmill buildings

Mask: sfarmhousesilo, LOD 4: empty, LOD 8: Static LOD8, LOD 16: Static LOD16, VWD: Checked, Grid: empty, Reference: Unchanged

Mask: wrfarmhousewindmill, LOD 4: empty, LOD 8: Static LOD8, LOD 16: Static LOD16, VWD: Checked, Grid: empty, Reference: Unchanged

 

Then the result should be ready to be used with SkyFalls/SkyMills.

Thanks, sheson the later method works like a charm. Can I generate all world in one step with those 2 added rules? I have mod that added worlds.

 

With what options did you generate? How many dynamic LOD objects did it find?

- High FarGrid 19

[00:23:54.851] Adding Master into Tamriel
[00:23:56.722] Setting up 10591 cells with 852 active cells for 4754 dynamic LOD objects for DynDOLOD

 

Does the stutter go away when you deactivate DynDOLOD in the MCM?

- Better, but not as good as using high settings Static LOD only + SkyFalls & SkyMills

 

-------------------------

I try all combinations - High setting / Low setting / With or Without Dynamic LOD

 

I found High setting Static LOD only + SkyFalls & SkyMills works best for my system. Stutter is very minimum.

Low setting Static LOD only + SkyFalls & SkyMills has similar performance to High setting Static LOD only + SkyFalls & SkyMills on my system.

 

With Dynamic LOD enable, even Low setting cause annoying stutter at cell transitions (tolerable). High setting with Dynamic LOD cause really bad stutter on my system.

 

I tried using FarGrid 19 which shows slight improvement.

 

I have 980ti which can maintain 45-60 FPS (v-sync) all the time. We tried troubleshoot this before 1-2 weeks back. 

 

Thanks! 

 

EDIT

I have a few questions 

- High setting Static LOD only + SkyFalls & SkyMills  V.S. Low setting with Dynamic LOD - Which one has better visual?

- Do we need to have DyDOLOD.esp active in the load order while playing when using High setting Static LOD only + SkyFalls & SkyMills?

 

Thanks again

Edited by darkside
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Posted

Hi! I've followed the installation instructions on the nexus page up until TES5Edit. When I right click and go to "Apply Script", the drop down menu only says "<new script>". I've looked for at least two hours, and I can't find a solution. I've also watched Gamerpoet's video. Please help.

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Posted
  On 11/15/2015 at 10:32 PM, listenerrayne said:

Hi! I've followed the installation instructions on the nexus page up until TES5Edit. When I right click and go to "Apply Script", the drop down menu only says "<new script>". I've looked for at least two hours, and I can't find a solution. I've also watched Gamerpoet's video. Please help.

You haven't installed the files correctly.

When you install TES5Edit there should also be a folder called "Edit Scripts" which contain a series of *.pas files. This is where you should have installed DynDoLOD's scripts.

  • 0
Posted (edited)
  On 11/15/2015 at 6:37 PM, darkside said:

Thanks, sheson the later method works like a charm. Can I generate all world in one step with those 2 added rules? I have mod that added worlds.

 

With what options did you generate? How many dynamic LOD objects did it find?

 

- High FarGrid 19

[00:23:54.851] Adding Master into Tamriel

[00:23:56.722] Setting up 10591 cells with 852 active cells for 4754 dynamic LOD objects for DynDOLOD

 

Does the stutter go away when you deactivate DynDOLOD in the MCM?

- Better, but not as good as using high settings Static LOD only + SkyFalls & SkyMills

 

-------------------------

I try all combinations - High setting / Low setting / With or Without Dynamic LOD

 

I found High setting Static LOD only + SkyFalls & SkyMills works best for my system. Stutter is very minimum.

Low setting Static LOD only + SkyFalls & SkyMills has similar performance to High setting Static LOD only + SkyFalls & SkyMills on my system.

 

With Dynamic LOD enable, even Low setting cause annoying stutter at cell transitions (tolerable). High setting with Dynamic LOD cause really bad stutter on my system.

 

I tried using FarGrid 19 which shows slight improvement.

 

I have 980ti which can maintain 45-60 FPS (v-sync) all the time. We tried troubleshoot this before 1-2 weeks back. 

 

Thanks! 

 

EDIT

I have a few questions 

- High setting Static LOD only + SkyFalls & SkyMills  V.S. Low setting with Dynamic LOD - Which one has better visual?

- Do we need to have DyDOLOD.esp active in the load order while playing when using High setting Static LOD only + SkyFalls & SkyMills?

 

Thanks again

I suspect something else is wrong with that system if there is stutter while it is disabled. Maybe a weak CPU?, running out of memory? Script intensive mods? Tried default inis?

The stutter maybe related to reading json data from disk. If it is disabled, it should only do it if the cell is attached the first time.

 

You could try turning of all vsync and limit frame rate to 58 with nvidia inspector.

 

SkyFalls/Mills is always inferior to dynamic LOD no matter what setting - no fires, no water.

If you notice static LOD z-fighting with full models or if you notice objects in towns have LOD and then disappear when close, then keep the esp. This is untested, there maybe left over records that should/could be deleted.

 

  On 11/15/2015 at 8:18 PM, ServantOfSin said:

Any recommendations for the new Claralux?

Don't include it in the load order while generating. Wait for new version. Edited by sheson
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Posted (edited)

Right so I have been trying to reinstall DynDOLOD several times for several hours now (I was updating from Frostfall 2.6 to 3.0 and I needed to remake DynDOLOD as it used the Chesko_Frostfall.esp as a master), and I've run into the same issue every time: "DynDOLOD_Tamriel_Objects.json does not belong to this DynDOLOD.esp". I've looked at the FAQ page and checked a few pages back in this thread and haven't found anything to help. I have triple checked: I have DynDOLOD 1.46, Papyrus Util 3.1, xEdit 091115. I believe I've followed the uninstillation procedure properly, and I've followed the installation instructions verbatim every single time. So, help would be appreciated.

 

Here is my load order if you need it:

 

  Reveal hidden contents

 

 

Here is the script part of the TES5edit log (In this attempt I only tried to add a few plugins to DynDOLOD, not my entire load order):

 

  Reveal hidden contents

 

 

Edit: I misread a previous post in response to jdkbph, the "Updated Scripts", I thought that was referring to the newest xEdit version. Installing the new scripts actually fixed it for me.

Edited by IronDusk33
  • 0
Posted
  On 11/15/2015 at 11:02 PM, GrantSP said:

You haven't installed the files correctly.

When you install TES5Edit there should also be a folder called "Edit Scripts" which contain a series of *.pas files. This is where you should have installed DynDoLOD's scripts.

That's where I installed them, just like it told me to on the Nexus page. I've went back and checked many times. Nothing works. 

  • 0
Posted
  On 11/16/2015 at 11:40 PM, listenerrayne said:

That's where I installed them, just like it told me to on the Nexus page. I've went back and checked many times. Nothing works. 

The "apply script" option in xEdit shows all *.pas files in the subfolder ..\TES5Edit\Edit Scripts\*.pas one down from the program itself ..\TES5Edit\TES5Edit.exe

 

  • 0
Posted

I just setup DynDOLOD on a fresh install and I'm seeing the same thing. If I look out the porch into the great beyond, I see the rotating fans of the windmill at Loreius Farm but the structure holding the fans is missing.

  • 0
Posted (edited)

Hello Sheson, i found a glitch with DynDOLOD in combination with ENB. It consists of very quickly flickering textures. With some brighter textures, it looks a bit like a strobelight. Not all textures are affected, only a select few are. Those seem to be mostly of the "overlay" type. For example the Windhelm floor is mostly affected where all the wet looking puddle overlays flicker. Other types are ore node textures and snow over stone overlay textures.

 

The occurence of this bug is specifically tied to using the meshes from the Dyndolod data output AND an ENB with sunrays activated. If i deactivate sunrays, the glitch disappears. If i deactivate the DynDOLOD meshes, the glitch disappears as well. I ran the dyndolod worlds script with medium settings and the checkboxes Windows, High, Fake lights child worlds checked.

 

Here are a few screenshots showing the problem: https://imgur.com/a/MwIts

The first and second are with ENB, showing the flickering. The third is without ENB (disabled with CTRL+F12).

 

EDIT: remade my DynDOLOD with pure medium settings and now its fine. Seems to be tied to the three extra checkboxes.

Edited by snares
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Posted
  On 11/17/2015 at 10:12 PM, Paolino said:

Hi, I report to have found a new glitch, two small fires flying, in the Dragonsreach Great Porch in Whiterun.

 

https://i.imgur.com/BERL7ag.jpg

https://i.imgur.com/x4WDqc3.jpg

https://i.imgur.com/sYTAO7c.jpg

 

Bye.

Will be fixed next version

 

  On 11/18/2015 at 3:21 AM, Greg said:

I just setup DynDOLOD on a fresh install and I'm seeing the same thing. If I look out the porch into the great beyond, I see the rotating fans of the windmill at Loreius Farm but the structure holding the fans is missing.

The same thing compared to what? It seems you are describing the vanilla Skyrim performance optimizations beyond city walls that was talked about a few times already. Have a look at the folder Options\whiterunexterior\ in the download archive.

 

  On 11/18/2015 at 6:20 AM, snares said:

Hello Sheson, i found a glitch with DynDOLOD in combination with ENB. It consists of very quickly flickering textures. With some brighter textures, it looks a bit like a strobelight. Not all textures are affected, only a select few are. Those seem to be mostly of the "overlay" type. For example the Windhelm floor is mostly affected where all the wet looking puddle overlays flicker. Other types are ore node textures and snow over stone overlay textures.

 

The occurence of this bug is specifically tied to using the meshes from the Dyndolod data output AND an ENB with sunrays activated. If i deactivate sunrays, the glitch disappears. If i deactivate the DynDOLOD meshes, the glitch disappears as well. I ran the dyndolod worlds script with medium settings and the checkboxes Windows, High, Fake lights child worlds checked.

 

Here are a few screenshots showing the problem: https://imgur.com/a/MwIts

The first and second are with ENB, showing the flickering. The third is without ENB (disabled with CTRL+F12).

 

EDIT: remade my DynDOLOD with pure medium settings and now its fine. Seems to be tied to the three extra checkboxes.

That glitch is in ENB not expecting LOD using glow shader. Sky/objects LOD is used for reflections (Skyrim.ini [Water], turn either off also fixes the problem).

I will check with Boris about it.

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